doctorbadwolf
Heretic of The Seventh Circle
This applies to dnd homebrewing as well.
So i have recently been working hard to simplify my game, Crossroads, and one thing that is very important to that process is deciding where the game should be complex.
For instance, PCs are fairly complex, but the general rules are quite simple.
But there are less general rules that i think might need to be complex, and i am curious what folks think of my reasoning.
Ritual Magic - To me, this is an area where super simple rules completely waste the potential fun of ritual magic. I want to have to combine components and build the ritual mechanically. Something like 3-6 steps, more for BIG MAGIC. I want ritual casting to be a scene or a major component of a scene, not just a quick button you push.
crafting - Similar to ritual magic, but to me crafting should require checks, and be almost like a puzzle to solve, at least when you are creating something of your own invention or modifying something.
Do you agree? If not, why?
So i have recently been working hard to simplify my game, Crossroads, and one thing that is very important to that process is deciding where the game should be complex.
For instance, PCs are fairly complex, but the general rules are quite simple.
But there are less general rules that i think might need to be complex, and i am curious what folks think of my reasoning.
Ritual Magic - To me, this is an area where super simple rules completely waste the potential fun of ritual magic. I want to have to combine components and build the ritual mechanically. Something like 3-6 steps, more for BIG MAGIC. I want ritual casting to be a scene or a major component of a scene, not just a quick button you push.
crafting - Similar to ritual magic, but to me crafting should require checks, and be almost like a puzzle to solve, at least when you are creating something of your own invention or modifying something.
Do you agree? If not, why?

